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  1. :sigh: We have covered this. Roller coasters are what brings people to the park in general. By my count, Dreamworld has 5 coasters - BS, Cyc, ToT, EFM and MDMC. Out of those, I think we're all fairly universal in our opinion of MDMC. EFM suits the younger market for a kiddie coaster, BS is a one-trick pony and ToT, whilst classed as a coaster, really is a one trick pony as well. Cyclone really is the only true full circuit coaster they have. Movie World has RRRC, GL, SE and AA... and in comparison - RRRC is not as good as EFM, but SE vs. ToT, In my opinion SE wins out - theme, experience, full circuit. GL beats MDMC hands down and AA vs. Cyc will all come down to personal opinion - but given the recent comments on the favourite coaster thread, I'd be inclined to say AA wins... so the only spot where Dreamworld is taking the cake is with their Kiddie Coaster. Since MDMC in 2007, DW has added only Buzzsaw as a coaster, and that was in 2010. It's a long draw - but considering american parks see coasters every year, or at least every other year, DW should see a coaster at least every 5 years. Shockwave isn't going to draw a crowd. TailSpin won't either. I've just asked my colleagues what they think the last ride installed at dreamworld was, and they were all unanimous - BuzzSaw. This is an issue for the park - firstly - that nobody knows what they've installed in the last five years, and secondly - further proof that coasters are what people pay attention to. As for walk through attractions - theres a reason why a bounce house and a maze are some of the first rides you can build in RCT. They're crap, they're low capacity, and they don't belong in a park that aspires to be a 'world class park'. Heck - even Jamberoo removed their maze. We all know you like immersive dark rides and exuberantly themed attractions - but walk throughs are not going to draw a crowd. I do agree Dark Rides are great - but how much fanfare did JL3D get? virtually none. Many people don't even realise it is there, as all the signage facing main street is for GL and Batwing. DW also don't really have space for a 'dark ride' showbuilding in their current footprint - if the studios are resumed, they could put something there, but it's in the wrong area of the park to do something easy - goldrush style attractions aren't simple, and although WWF is going strong, it's getting on in years. Overseas the technology we're seeing is with space aliens, transformers and the like. No - dreamworld needs a full circuit coaster - by all means with a great theme - take Superman Escape as an example of how this can be done well. It may be worthwhile them considering something on the old thunderbolt land behind WWW - but thats only if it doesn't upset the tigers.
  2. I'm going to assume enoth=enough. I agree, the GC are heavy on coasters, but the fact of the matter is that this is what the public want. A new rollercoaster purchased for less than $10m (even a one-trick pony) is a far stronger marketing device than a flat. Dark rides are cool, but you can't show a lot of the ride in your advertising without giving away the effects and it too falls down (JL3D is a perfect example of a poor marketing drive). But, in saying that, I have to disagree with you in terms of SW getting a new dark ride. You have an absolutely stunning seaside position - and you're going to erect bloody great big boxes of a showbuilding to hide all that, substituting some half-baked storyline indoors? Ok - Bermuda was great - but it did have indoor and outdoor elements, and it fused both of those together very well... even Storm does (although not to the same extent) but it used the showbuilding that already existed. I cannot support any suggestion for Sea World that involves building any more enclosed structures - you might as well rezone the park Industrial if you do - as it will be nothing but a forest of sheds. Movie World is where I would expect should be the home of the dark ride. Considering the ticketing structures now available - It wouldn't be bad for MW to focus now on immersive attractions (Ala Universal) and let Sea World take the lions share of outdoor attractions - like Cedar, Coney Island etc - more of an outdoor seaside park than anything else.
  3. OG - As a coaster, TOTII is sorely lacking. When it was built, it was a great attraction, a record breaker - but in reality - it's experience is nothing more than a relatively fast shuttle coaster - without inversion, or any particularly good experience. It is the quintessential 'one-trick pony' fast-up-down-brakes... and quite obviously so - with the need to 'reinvent' it by reversing the car. If that is Dreamworld's Signature Coaster - it's probably quite fitting - relatively good at going fast in one direction, followed by slowly going backwards the same way that they have come. Most of Dreamworlds more modern additions are one-trick ponies. They've certainly tried to shake off that image of late - giving love to old classics - but when I think 'signature coaster' I think i view it similarly to the OP - a full circuit, experiential coaster that has infinite re-rideability, and is what the park is renowned for. You need ALL of those factors for something to be considered the park's "Signature" in my opinion.
  4. Day 2 & 3 - Alton Towers After a very short night (we stayed late at Blackpool and then couldn't find the entrance to Alton's hotel resort for some reason...), I was very excited to walk in Alton Towers for the first time. Heard of the park ever since I became an enthusiast back in 2005, when I couldn't hear but praise about the creativity and quality of the rides. Even with the recent backlashes I was still very curious to experience Alton for real. First impressions: the Mainstreet is alright, however I am quite impressed with the gardens and Castle! The place certainly has a distinct charm, and feels more authentic than most amusement parks. It's just very pleasant and relaxing to walk around. We went to the back of the park and chose to begin the day with Rita. Great launch, but I really feel there is some missed potential here. Intamin launch coaster racing in the woods sounds really, really good on paper. In the end, the actual layout feels rather ininspiring and the forces rather soft. Decent ride, but I can't help but wondering what could have been. I apparently forgot to take pictures of Thirteen, but I found it enjoyable really. Smooth and fun outdoor section, fairly solid scenery. Obviously knew for ages about the drop trick, but still enjoyed it for what it is. Hex was next. Really liked the pre-show and queue in general. The actual ride is classic, but enjoyable Mad House action. It is a nice touch to walk in and around the castle after the exit. A long, very long walk leads our group to the most anticipated zone of the trip: Forbidden Valley! Galactica - I remember loving Superman Ultimate Flight at SFGAdv despite its reputation as a rather tame Flyer, so was looking forward to the one that started it all. I enjoyed gracefully gliding through the short and low to the ground layout, but I thought it lacked a truly breath-taking moment. I guess that's why Pretzel Loops were invented then! Nemesis - Going straight to the point with this one: Nemesis lived up to the hype for me! I just love how well this smaller invert breaks the generic B&M formula of "loop, zero G, another big inversion then corkscrews". I feel every portion of the layout flows so well and the terrain interaction makes the whole thing even more impressive. Most of the layout is intense, though not to the extreme levels of complete gray/black-out, except for that insane downwards helix right after the first corkscrew. Helixes are generally for me a monotonous affair, sometimes intense, but most often lacking a 'sudden' element to make it truly exciting imo. (Not sure if I worded that well) Not Nemesis'. With the sudden acceleration and change in height, that helix has such a wonderful dynamic and feels like being caught in a whirlwind! Definitely a 'favourite coaster moment' in my books. Dark Ride Shooters are most often good fun, and Duel is no exception. Having only done it once and trying too hard to get a high score (and of course, failing to do so), I was too distracted to really appreciate the theming. I think it was quite good though. We then proceeded to Wicker Man, but its Q was approaching 2 hours so we walked even further to The Smiler. I have to admit I was always perplexed by this record-breaker, inversions don't over-excite me and the original Gerstlauer Infinity has 14 of them. It does look quite appealing off-ride though. The whole scenery made out of mostly concrete and metal fences is really weird to me, but it kinda... works? I mean it feels a little out of place compared to other Alton Towers, but isn't short of entertainement value. Got a 2nd row middle seat, and the first half wasn't actually that bad. Mostly smooth upside-down action and a decent pop of airtime squeezed somewhere in-between. The second act was some headbanging galore however, putting me on defensive riding mode the whole way through It's kinda worrying for a relatively young coaster really. At this point the group split off, and I chose to head straight back to Forbidden Valley hoping for some re-rides on Nemesis. Oh yeah. In the end, managed 10 consecutive laps on Nemesis! Was a perfect way to conclude the day. The following morning, we went straight to the Wicker Dude for some early hotel guest ERT, but the thing was down, and we ended up waiting over an hour on a surprisingly busy Monday at the park. To be honest, I was actually unaffected by the hype and hype backlash around the ride's construction and only followed the whole thing from a distance - as you may know I was more preoccupied with the endless Hyperion updates showing the same pullouts every time So I sat aboard the train expecting something in the range of InvadR, nothing overwhelming, but a fun family woodie type of coaster. And it felt just like that. I found Wicker Man to have rather good pacing (even that flat turnaround did not bother me very much), little airtime but an emphasis of laterals in a ride that feels a little short in duration. Nice use of the terrain, too. I also didn't watch the preshow stuff beforehand. Pretty impressive video mapping imo! The ride happened to break down right during the lap of some in our group - another half-hour gone due to an ordinary smaller GCI somehow not working properly! Thankfully though, we were compensated with Fast Passes, which were duly utilized later that day for some walk-on rerides on Wicker Man. Customer service was really decent overall during my visit I might say. Despite the issues here and there, still felt there wasn't much faffing around and that the staff was actually trying their best. We then tried - and eventually failed - to get the remaining creds. The hour-long Q at Spinball Whizzer was partly responsible for the failed cred hunt. Noticed some distinctive structure shuffling each time a car goes through some specific sections of the layout which made me worry about how comfortable the ride would be. Turns out it was a pretty intense spinner! Threw me around quite a lot, and the whole experience was wonky, but fun. I feel guilty for thinking this is more exciting than Winjas, despite the latter's wonderful theming and tricks. I like how Alton created a nice zone to enhance Oblivion's drop. It really is an elaborated build-up for the big moment. Not sure if that's an unpopular opinion, but despite all that, the ride itself wasn't as thrilling as, per example, Griffon. The drop definitely feels better at the front, however even there, I thought it wasn't as much of a deal as the whole build-up suggests. Still an enjoyable machine though. At this point, we only had about 2 hours left, so we decided "m*rde with the +1 creds, let's re-ride the good stuff instead!" Which we duly did. Along with the aforementioned Fast Pass laps on Wicker Man, we returned to Forbidden Valley for a final time. My best attempt at capturing both B&Ms in action. I was really impressed with Alton Towers in the end The valley and forest background are just superb, it is so unusual to wander a bit and to end up in a quiet, relaxing grove inside an amusement park. I appreciate a lot the park's emphasis creating an intricate ride storyline and atmosphere. The coaster line-up has some good depth and variety. However only Nemesis provides a truly breath-taking, superlative experience in my opinion. With AT's ride height restrictions, it was always going to be a tough act to follow and subsequent Secret Weapons did a reasonably good job, while never reaching the creative peak of Nemmie. Maybe I'm getting spoilt, but I can't help but imagine the park could have been even better with a more ambitious Rita, or a truly ground-breaking woodie. Despite those nit-picky considerations, Alton Tower easily becomes one of my favourite parks. It's a charming place that I would really, really recommend to my GP friends!
  5. Fireman's side of the boiler, towards the top, is/was a cast elbow fitting. My understanding is that cast parts aren't allowed on boilers. I could be wrong but I trust the person that taught me that. Pony truck was used beyond the allowable limit on a railway. Point blade, that observation was from November 8th 2015, the day my son rode his first "big" ride, Thunder River Rapids. 😔
  6. Yes, the pony truck was replaced when it got to Woodford, but at the end of the day that’s general wear and tear, and it was safe for the running that occurred at the park, not safe for the type of operation at Woodford though. Regardless it was due for replacement and would have received it had they not been retired. The track condition may not be great right now, but track condition has deteriorated since the diesel entered service, A very different set of circumstances. I’m curious what you are referring to about the prohibited cast iron fitting? The attraction may come under an amusement device, but the boilers on the steam locos were certified and ticketed appropriately. Sorry for going slightly off topic, with the amount Of mud slinging happening, I’d hate to see more mud slung where it isn’t true,
  7. So what you're referring to is just SE QLD not getting cool coasters? So would you call these "cool" ? If not - what do you consider cool, on a budget of 10-20 mil? A world record setter for tallest and fastest? The best themed Intamin Accelerator coaster in the world World's steepest drop? World's first SLC with a boomerang helix? Ok - several of you just choked on your cheerios - but let's remember in 1995 - that was cool. It's very hard to do "cool" on a budget, unless the "cool" factor is a one-trick pony... like BuzzSaw. I think our parks have done alright, and consider the introduction of Abyss to be "upping the ante" in Australia and will encourage our GC parks to follow suit. If you're expecting Milennium Force or Tatsu or the Smiler... you're gunna need a plane ticket.
  8. Sorry, @Brad2912 for some reason I didn't see your post. ????? You make shit up because you get bullied or you are getting bullied because you said it. ????? If you have a cough some cough syrup might do the trick unless you have a lie stuck in the throat. Nothing helps a lie.
  9. I kind of agree that marketing it is hard, but the promo image they have is pretty good. I think having a shot of people sat in the chair and whisking it away into the sky would sell the concept as well as some vague promises of 'the most advanced simulator in the world' and 'You've never experienced anything like this in Australia before' would do the trick neatly. Calling it I-Ride or flying theatre would be a mistake imho. It'd be like calling MWs new ride 'HyperCoaster' Also just to nip it in the bud; Blown Away would not be a good name for the ride.
  10. A video showing several clips of the view from the ride, and the ride itself in motion, along with reactions from "guests" (real or acted) who've just been on it should do the trick, and I still think my idea of "Blown Away" is a good name for the ride.
  11. Yeah, I hope not. There's always a worry when they go for the biggest in the world that it's a bit of a one trick pony. Here's the link to that article. They also mention that they will have fireworks at their fright nights - just not by the same company as last year - I wonder why? http://www.watoday.com.au/entertainment/about-town/kids-put-adventure-worlds-new-food-and-rides-to-the-test-20141009-113cf3.html
  12. I've said it before and I'll say it again - Wild! is unsuited to that area. They need to find a large open plain area where they can really do it justice. Now - that spot would be great for a coaster - it has a long footprint suitable for an out-and-back layout - or better. I know they have a height limit, but god damn a good hyper would be amazing on the skyline... run it all around the park... sadly I know the money isn't there, but a good quality coaster, that isn't a one-trick pony and has good re-rideability (and doesn't get you wet) would be a good fit. Yes they've already got two coasters, and as I've said before they could do with some flats... but flats could easily fit underneath a coaster with the right pre-planning. That side of the park would do well to be developed into a whole new land.... rides, an anchor attraction and concessions. maybe opening something on that side would give them the opportunity to redevelop one (or more) of their current food areas, or perhaps actually do something useful with Dockside. Only time will tell.
  13. I don't think "American coaster groups" is exactly a demographic that our parks actively seek to win over. As a coaster, it'd be Australia's tallest, fastest, longest and feature the most inversions. No shortage of marketing opportunities there. And given the industry's overall trend towards smaller, cheaper coasters that our parks have definitely embraced, it'd likely be a reasonably cost-effective -- and perhaps the only -- way to see biggest/faster that's not a one-trick pony on our shores again.
  14. Well if its going to be over 6 stories the Gerstlauer Sky Roller and Sky Flyer look promising. They are both able to fit into the old Reef Diver footprint and they are both 22m high (20ish meters is 6 stories) but at the max the Star Roler can have 720 rph and at max the Sky Flyer can have 360 rph. So it will be another one trick pony with low capacity to add to the Dreamworld Collection. Star Roller: http://www.gerstlauer-rides.de/products/flat-rides/sky-roller-en-US/ Star Flyer: http://www.gerstlauer-rides.de/products/flat-rides/sky-fly-en-US/
  15. Another low capacity one trick pony shoe horned into an existing park with no thought to cohesiveness or suitability, and purely just so they can say "see? we added a new one!"
  16. But plenty of trick art museums in Japan and some parks over there also have trick art rooms in them. At a guess the trick art museum in Odaiba (tourist attraction central) is probably more popular than the haunted house also there. Either of those is well down any Odaiba bucketlist, just like a trick art museum on the Gold Coast.
  17. It's also called a plant. I saw this trick done. The person that they pick from the crowd always puts their hands out with their palms down so you don't get to see the 'X' that is already drawn on their palm before the trick starts.
  18. Again, it's kart before the horse type stuff. You're looking at how to get tech you've just discovered into rides. I don't want to see rides installed based on what effects you can install on them. You can use any effects on anything, you can project cracks appearing on the Subway walls on Superman, you can project ghosts on the wall at Scooby, you can project dynamite fuses on the lift hill at Wild West. The trick is to use the technology to help your story, not design something so you can use technology. That sort of backwards thinking is why movies in the early 2000s were generally awful, it was technology first story second.
  19. Phantasialand This was the first theme park of the trip, and my first theme park outside of Australia. Since I visited during December, the park was in the middle of its Wintertraum event, which meant a very Christmas-y atmosphere around the park, and the short days resulted in plenty of night rides on some of their coasters. Upon opening I headed straight to Taron, which was unfortunately was suffering from technical difficulties (Intamin seal of quality ). My first ride of the day then became Colorado Adventure, the park's mine train. I was expecting a reasonably tame ride, but was very wrong as this coaster was mayhem from start to finish, throwing you around in the very open trains. Plenty of ejector airtime, and the loose lap bars made it even crazier. What's more, a large portion of this ride is in the dark, making the crazy turns and strong lateral Gs even more unexpected. My favourite part of the rid would definitely be the main drop after the second lift hill. Overall I'd rate this ride 9/10, this was definitely one of the most (pleasantly) surprising coasters of the trip. Next up was Talocan (the park's top spin). For me, this is the definition of a perfect flatride - incredibly forceful, fantastic theming and special effects, great to watch off-ride, and a killer soundtrack. It certainly wouldn't be everyone's cup of tea due to the repeated inversions, but this is definitely my new favourite flat ride. The only problem I have with this ride is that it makes Wipeout a lot more underwhelming now ). 10/10. Feng Ju Palace was my first Mad House, and overall I wasn't too impressed. The mad house concept is very cool but it needs a good storyline to make it a great ride, something this one didn't have. Definitely not the worst ride in the park, but I'd only rate it 4/10. Mystery Castle was my next ride. This is an enclosed shot/drop tower, with a very immersive theme. I would've been very happy to queue for a long time for this ride because of how fantastic the queue's theming was (however on the day I visited it was a walk-on). As a tower ride, I didn't find it as forceful as Batwing, but still thought it was a great ride. 9/10. Raik is one of the two coasters in the park's Klugheim area, and is a Vekoma family boomerang. Whilst the theming of this area is top-notch, I didn't really enjoy the coaster. The trains were very restrictive for a tall person like myself, and the ride didn't have too much force. That said it is a kiddie coaster - and does its job as one very well. 5/10. Finally got onto Taron... and initially I was quite disappointed. This ride has been hyped up so much and I was expecting to be blown away. Unfortunately I didn't get that on my first ride, and came off a little underwhelmed. However I found later in the day, this ride became the coaster I was expecting, especially in the front row, or at night. The ride starts with a turn out of the station while the ride's awesome dispatch music plays, before the first launch knocks your breath away. From there, it's a series of very snappy transitions, intense turns, and surprising headchoppers. The ride begins to lose its intensity towards the end of the first half, but then the second launch kicks in and you're thrusted to the ride's top speed. The second half of the ride is even more intense than the first. The sensation of speed passing through the buildings and rockwork is amazing. My only disappointment with this ride is the airtime isn't as strong as I was expecting - while the first airtime hill and one or two of the twists provide decent airtime, it's not nearly as intense as DC Rivals' airtime. Additionally, the airtime hill at the end of the ride is completely forceless due to the trims before it, which is really disappointing. Overall, it's truly a fantastic ride and I have certainly joined the Taron fanboys. Definitely something that needs to be ridden at night as it's by far the craziest night ride I've had on a coaster. Unfortunately, it does take some time each day for the ride to get warmed up. I'd rate this coaster 9.5/10 - DC Rivals is still my #1 coaster but this is not very far behind. I then did Das Verruckte Hotel Tartuffe, which is a very entertaining walkthrough/madhouse style of ride (I'd rate it 7/10). After that was Maus au Chocolat, a very well-themed shooting ride. I rode it twice but found it to be a little boring on the second run. Also rate this one 7/10. Next up was Winjas Fear and Force, a pair of Maurer spinners. Heads up - spoilers follow and if you haven't ridden this and are planning to do so sometime in the future, I'd recommend skipping this paragraph. These two coasters are very messed up due to several 'trick track' elements over the course of the two rides. Both use an elevator lift, which tilts you at the top, dropping you straight out of the lift. Additionally, towards the end of the ride the two coasters have a piece of track that tilts you (Fear tilts you forwards, while Force tilts you sideways). Finally, after the break-run, a section of track on each side bounces while you move over it. The main parts of both rides involve a mix of spinning sections and drops/airtime hills. I really enjoyed both sides, although ironically I found the Fear side more forceful, which is why it is my pick of the two. 7.5/10 for Force, and 8/10 for Fear. Temple of the Night Hawk is a very long and dark enclosed rollercoaster, and is known for being a very boring ride - something I can confirm. The entire ride is forceless with very little theming (and the theming that is there is a bit confusing). I didn't find it as bad as some of the reviews I've read made it out to be, but it's something I didn't need to ride again. 4/10. Black Mamba was my first B&M, and I was certainly not disappointed. Smooth, intense, and a really fun ride. The near misses with the rocks and trees makes this ride even more fun. The ride's drop is surprisingly forceful, as is the first loop. The 0-G rolls are a lot of fun. The second half of the ride is mostly made up of turns, helixes and tunnels and isn't as good as the first half, but is still very enjoyable. At night this ride is even better as there is very little lighting around the ride which means it is very hard to see where you are going. My only complaint about this ride is that there is a little bit of headbanging (but it's not too much). 9/10 for this ride, it would be 10/10 if it didn't have the headbanging. I thought I was a little crazy for doing Chiapas in the middle of Europe's freezing winter, but it wasn't actually too bad as you only get a light spray of water. This ride is fantastic - it's something that will make you feel so happy every time you ride (mostly due to the soundtrack). Here I was thinking Wild West Falls is a top notch log flume - but as I discovered it's possible to get a lot better! 10/10 for sure. The rest of the day was mostly re-rides, with Geister Riksca (I think that's how you spell it...) my last new ride of the day. I was the only person I saw on the ride, and I worked out why - this ride was just really, really weird with no storyline whatsoever. A couple of the scenes were quite cool, but I spent most of the ride wondering how long it would take so I could get back in the queue for Taron. 3/10. Overall, this park is beautiful, with so much quality of theming and detail everywhere you go (expect for maybe Temple of the Night Hawk). I was really impressed that the park had almost all of their rides running during winter (as far as I was aware the only rides that were closed were water rides). I didn't see any of the shows as I preferred to get re-rides on my favourite rides (in total I got 9 rides on Taron, 5 rides on Black Mamba, and 2 rides on most other rides I enjoyed). The crowds were very low when I visited, almost every ride was a walk-on except for Winjas (which were about 5 minutes each) and Taron (which was about 15 minutes - however the single rider was mostly empty which I made the most of). When F.L.Y. opens I'm sure this park will be even more amazing. Very jealous of people like @Coaster Hipster who are able to visit amazing parks like this fairly regularly.
  20. Thanks RossL. I don't think I've ever seen or heard of a trick art museum but I'll look online for some info. Ok. Having seen a few videos it now seems better than the Gold Coast bulletin made it sound, although I still doubt it could be as unique and immersive as it is now. Will be interesting to see though.
  21. I believe it is meant to be a trick art museum...slightly better than just a place to take selfies. Trick art museums can be pretty fun even if you don't take a lot of photos.
  22. IF Dreamworld was to go with a boomerang type coaster I would much prefer one of the Giant Inverted Boomerang's like DejaVu. Honestly they actually look like pretty decent rides that pack a decent punch in a small footprint. The invertigo model wouldn't be too bad either really... but I think a normal Vekoma boomerang is too dated for a park like Dreamworld now. Also the height of it would give a bit of a visual impact for the park if it's placed in a halfway decent place. I wouldn't really consider it a 1 trick pony either... it wouldn't be my first choice for a new attraction but it wouldn't be the worst idea.
  23. The park doesn't need another one-trick pony
  24. I remember the Claw being pretty well received at the time. Good ride, fairly cohesive theming. Buzzsaw was OK for what it is...At least it only cost $6 Mil, and it is a nice little trick despite being a one trick pony. I think the real issue is they never seem to do the big $15-$20 Million installs like the other parks do. Maybe they could if they stopped spreading their capital budget so thinly on lots of little flats that would be unlikely to drive much visitation. A passholder would probably pop in and give Shockwave a go, but I doubt one would become one in the first place, or would decide to renew because of Shockwave.
  25. It's not even coming off the back of a multi million dollar attraction... i want to point out that Movie World's news of a new tower ride was accompanied by artist's impression imagery, a description of the ride's operation, identification of the precise location of the ride - the point being it was a serious suggestion with some effort and thought put into it that showed commitment. So far DW's plans have no 'official' word, no artists impression, no news from the manufacturer at an IAAPA con that they were sending one to 'a park in australia', no GCCC DA.... we've got nothing but a rumor at this stage, and rumors are always treated with skepticism on these boards without a little more concrete detail - usually from the park itself. As stated - Dreamworld has a proven track record of disappointment. What's rumored to be a great installation (WWW mark II) becomes a disappointing substitute (Wedgie). They've conditioned their fans to expect this - it's not our fault - it's theirs for continuously disappointing them. They've only made it harder to claw their way back out of their grave and they'll need to deliver top notch, detailed, quality work to accomplish it. THAT is the everloving fuck. Your question to Flea was what was their last decent NEW ride. Buzzsaw may be enjoyable, but staying power, it has not. theres only so many times you can lie on your back for 15 seconds, before the quick adrenalin rush of a loop de loop (dont forget the whiplash) followed by half of the same thing in reverse. One trick pony it is - and it isn't decent. The claw (although cited by flea as a spin and spew) is in fact what I would term a decent ride. Capacity wise, it holds it's own for a flat (as did Wipeout in it's hey day) and is on par or better than Batwing for that reason... I must respectfully disagree with Mr Flea on that point. I also think he's been a little harsh on Cyclone. It may be an arrow, it may be a carpark coaster, but it is decent... it just wasn't 'NEW'.
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